does anyone have a certain way to go about farming hero points quickly?
Just run around the map and pick them up one after the other. There’s really no other way to do it.
Fractals of the Mists are a set of dungeons that you can access through a portal in Fort Mariner in Lion’s Arch (just north of the WvW portals). It’s a collection of 15 different dungeons that you can run at adjustable difficulties. Each run through a difficulty at or above your (fractal) level will increase your fractal level and allow you to open fractals at a higher difficulty, with difficulties above 30 adding so-called instabilities that may (or may not) change the way you’ll play the fractals.
Currently you’ll get 4 fractals randomly selected (with a pre-set list of fractals available for each of the four spots). Instabilities are specific to each level, and the max fractal level is 50. Once the expansion hits in about three weeks, this will change to one fractal instead of 4, and each fractal level will be associated with one specific fractal instead of the random selection. They will also increase the max fractal level from 50 to 100.
Check out the wiki as well as the blog on upcoming fractal changes for more information.
Gear progression is not really a thing in this game. BiS gear at level 80 is anything of ascended (pink) quality, but the stat difference is only about 5% compared to exotic (orange) quality. You can play pretty much all of the core content well in exotic equipment. The one exception is higher level fractals which need a special kind of resistance (agony resistance) that you can only slot into special slots found on ascended equipment.
You can either craft your own ascended equipment if you’ve got the matching crafting discipline at level 500, win weapon or armor boxes as drops (pretty rare), or trade in jewellery from different sources. Rings are cheapest in fractals, amulets from laurels (and even cheaper if you have wvw tokens to spare), and acessories through guild commendations, but there’s always other (more expensive) ways to get them, too.
Starting points to get your equipment are as variable as the kind of content you can play at 80. If you want to craft your own ascended equipment, you’ll find yourself going all over the world, picking up crafting materials from all tiers since you need pretty much everything. Other than that, it really depends on what you enjoy … like others suggested above, try everything and see what you like.
I’ve got three lvl 80 mesmers:
First was an asura mesmer on my alt account that started out as an experiment and ended up as my favourite character. Then I made a human mesmer on my main account because I loved the class, wanted it on my main account and chose human because that was the one race I didn’t have any character of. Finally I made another asura on my main account because I just don’t enjoy playing the human .
I have no intention of deleting the human, since she has full world exploration and personal and dungeon stories (as does the first asura, the 2nd is still on the way), and she’s still my primary dungeon and fractals character (the 2nd asura ended up more of a wvw character), but eventually my 2nd asura will be the one to take over dungeoning since I just enjoy that character so much more.
It was mentioned somewhere a while back (sorry, I don’t have the link at hand right now) that all guild members will have a way to get access to their guild’s guild hall, even those that don’t have HoT and/or don’t have a lvl 80 character. I seem to recall that it was through the GI in LA, but I’m not sure on that.
You do however need a lvl 80 and HoT to join in the event to unlock and conquer the guild hall.
It’s not fair to expect getting the achievements handed to us despite not doing said achievements. Asking us to spend another fortune on something other people will get ‘’for free’’ just because we achieved things before them in absurd.
why is that absurd they already said that you will get all the skins unlocked if you have the pre or legendary so its like they have done the work already.
.they got the end product so they deserve the ap aswell.
The ap are tied to the activity, not the reward.
Why would you get the points for achievements that you didn’t do? It’s not like you can’t go through the process to unlock another precursor.
And what about those of us who crafted our Legendary?
What about them? The points for the precursor collections are given for doing the collections, not just having the final result. If you want the points but not the precursor, do the collections and sell the result. The existing precursors will still be tradeable no matter if you got them through precursor crafting or other sources.
Even the most expensive pre’s cost less than 50% of a legendary. I don’t really understand why this thread is always shifted to the ‘I want it cheaper’ idea. Cheaper pre would mean cheaper legendary’s and we all now that anet since release never wanted to change that overall legendary price.
I’ll repeat one more time:
If selling the mats (means you went and played the fun part to get those mats, no skipping of the fun part) required to make a legendary earns you enough money to buy the precursor on the TP and then leave you with lots of extra gold, then what’s the point of this new system?
Having fun on the precursor journey?
Believe it or not, there are plenty of people around who enjoy traveling the world with a purpose in mind, collecting and crafting their own stuff, without caring about selling/rebuying for optimized coin gain.
Just like there are people enjoying knitting a sweater, even though they could get an quality industry-knit sweater at a fraction of what you have to pay for decent wool. Just like there are people baking their own bread when they can save all of the time (and depending on the recipe even some of the money) by picking up a similar loaf of bread from the bakery next door.
There’s a reason why I’ve enjoyed crafting my ascended Mawdrey, but still haven’t bothered getting a fractal capacitor, even though I have enough fractal relics and mist essences. Getting Masdrey was fun and took me all over the world. To me, spending my time on a fun scavenger hunt has a much higher value than grinding gold with the sole purpose of maximizing the amount of coin in my wallet. ymmv of course
Yahhh so… anyone that wants to join for raids? We got lots of forum pros and a nub (me).
Probably in the afternoon because we got a cook that has to work in the evenings!
If there’s room for more nubs count me in
people should be able to farm mats if they wish so
Says who? Certainly not ANet. They’ve gone to great length to keep people from farming and instead distributing stuff more evenly among the playerbase. The recent nerf to key-farming is a good example of that, area DR is another.
It’s a fine line they’re walking here. If they offer options to farm specific materials, they’ll have to reduce the amount of those materials naturally dropping among the playerbase, thus limiting the supply for those who do not wish to farm, effectively pushing them stronger towards feeling the need to farm.
The game framework either favors the people who wish to farm or those who don’t. You can’t have both, since increasing supply in one part (either farm spots or natural drop distribution among all game areas) of the game naturally goes with a decreased supply in the other part to create a balance.
The choices ANet has made strongly imply that they favor the “distribute materials naturally” over the “have farming spots with drop chances increased above natural gameplay”. As such, I suspect that in their view people should not be able to farm mats if they wish so, but rather collect them while playing the game just like every other player around them.
Previous games, as well as real life, have conditioned us to almost blindly go for one thing exclusively and disregard everything around it. but that’s not the vision this game was built upon. GW2 is trying to give you a world in which to have fun, and collect shinies on the way. And for me, personally, they’re doing a really good job on that subject.
By the way, if you stop to blindly only look out for T6 mats and lodestones, you might be surprised to find that your journey to build your legendary won’t take a lot longer anyway, since you’ll be playing all kind of fun stuff, picking up all kind of loot that can help you get to your goal if you’re just willing to go through different ways to get there. Collect part of the material, liquidate stuff you don’t need to buy other parts, craft/promote yet other stuff for the rest. You know you can promote t5 mats to t6 just as easily as cores to lodestones, right?
DR is here for a purpose, and it looks like it’s a tool to help material distribution among all players just as much as to combat bots. Deal with it, and go look for alternative (and possibly even more fun ) ways to get to your goal.
Higher level food is just basic power creep and we already have feast items.
New recipies can give existing stat combinations with longer duration (similar to what they did with the Dry Top recipies), +15% experience instead of the usual +10%, +karma etc. There’s a variety of ways to make new recipies upgrades to existing ones while totally avoiding power creep. Personally, I’d love some more longer-lasting food stuff.
it is set up to make it just this side of impossible to complete all of the masteries on one character. Keep in mind that the xp collection will continue, meaning that you will have to do other characters for the mastery point.
I honestly see no reason to believe this. So far, ANet has been great at making pretty much everything achievable with either a single character or split between several characters at much the same effort, so I really see no reason to believe they’d turn on that principle with such a major feature as masteries in HoT.
It may well be that the final few mastery points to fully unlock all masteries (that is, the finite points to unlock the masteries, not the unlimited experience to fill the bar) will be hard to get, in out-of-the-way places (jps and hidden treasures come to mind) and/or require achievements of more-than-average difficulty, and I fully expect they will, but seeing how masteries are account-bound I really don’t see an unlock-system where repeating content on several characters will give you additional points towards a system that a single character just can’t get.
Out of all of the game we have now, the only part I see that really requires you to roll more than one character are a few negligible achievement points (total hearts done, racial story lines, cultural armor, weapon achievements). Nothing near as crucial as masteries are going to be.
I’d rather keep character names visible in chat, with display name as the mouse-over option. I play another game that shows account display name in chat, at half the time I don’t even recognize friends and guildies when I meet them in the world because I never had seen their character names before.
The solution, of course, is to always be an asura. Everything they say is brilliant. It’s the closest you’re ever gonna get to being a kitten unicorn
So much this!
Aside from that, I have to admit that I tend to pick up audio clues much more easily than visual ones, so the quotes my characters say on boons and conditions, as well as other noises that go with certain animations, are a vital part of my gameplay. If I have to play without sound for whatever reason I find playing, especially fighting, much more difficult.
That said, both of my asura mesmers (as well as several of my other asura) are wearing the talking golem backpack, which improves the variety of things to hear immensely .
Asura/any class
There’s just no other race that comes even close to asura
Update n4: got a lunaria. WORTH! Most rewarding content in the game!
Hey, my norn ele would kill for such a sparkling little gem ^^ poor girl only gets some handed-down healing power/condi rings usually
But what’s this fixation with rewards around the forums these days? I need this forum to cheer me up during work hours, but at the moment it seems all is doom and gloom, and how rewards are lousy all over the place.
I may be a weird one, but I actually enjoyed the mordrem event (well, the part I was able to do … lots of rl keeping me out of the game atm). It gave me a bunch of new minis, about six levels worth of experience and a good bunch of map exploration on the three maps done on the alt (lvl 34 -> 40) I used for the event, plus a good amount of iron, soft wood, pepper and even the fun of chaotically running around the maps all the time . That sure looks like a reward to me …
I’ve been doing low-level fractals with guildies, took a while (close to an hour for a lvl 10 ), but we spent most of that time goofing around and just having fun, and got a bit of gold, some loot (yellows, possibly an exotic, some mist essences … no ring though, since we didn’t go above lvl 10) for time spent having fun, too. But I gather from the forums that that’s not a reward but rather just “junk”?
Helped out a guildie that was stuck in a lousy TA pug when some of the pugs quit, got some gold and tokens for a couple of minutes and two enjoyable (if chaotic ) fights against Leurent and the nightmare tree with a less-than-perfect group setup (lowest character was lvl 55
). I guess having fun and getting some gold and tokens on top of that does not count as rewards either?
I did use one of my spare character slots and a lvl 20 scroll (first 3-year-birthday won’t come for another 8 weeks) to create a new charr just to go through the early charr personal story, picking up a bunch of loot bags, a racial and an order skin, a couple of keys (lvl 10+40 stories … “thanks” to real life I won’t find the time to play through stories more often than any other week or so anyway), and see a lot of story I had missed so far (yes, I like to check them all out and see how they’re all connected ). Got a couple of boosters that will come in handy when the expansion hits, low level materials for crafting ascended materials, and more … but probably no reward from what I can read on the forums.
Sorry for my ranting, but I’m just so tired of people getting given stuff left and right and center and only complaining about “no rewards worth the effort”. I guess ANet would have to cut down all the gold, materials, salvaging fodder etc. to 0 and only give out a piece of loot once every 10k kills to make stuff worth it again …
Not intended against anyone particular, it’s just something that’s been bugging me more and more lately. With all the stuff we get in this game, what exactly do people expect when they say “no rewards”?
I’ve recently dedicated a couple of character slots (of a total of 28 across two paid accounts) to experimental characters, mostly to explore the earlier parts of the personal story that I haven’t seen yet (or haven’t seen in a while). I’m finding a surprising amount of lore in there that I missed on the first playthroughs because I didn’t know a lot about the world of Tyria back when I played my first characters.
If you’re interested in the personal story and lore background you might want to try that. Maybe start by refreshing your memory on the Sylvari “where life goes” storyline (one of the lvl 20 stories), since it gives background on the story emerging with LS season 2 and HoT. I’ve just recently replayed it twice just to see the alternate story choices.
As a side bonus, I find I’m also getting a decent amount of harvesting done with the low-level story characters on the way, giving me some stuff I don’t often stumble upon in regular lvl 80 gameplay, e.g. pepper from low-level herbs, or chili when running a new charr around Ascalon.
Anyone want to do stuff? <.<
Yes, me, please … but I’m stuck at work for another 6 hours at least cries painfully
To me it seems like those limits you are complaining about are aimed at the veteran player base first and most, so making them excempt from the restrictions would kind of defeat the purpose. On the other hand, f2p accounts already are severely restricted, I don’t think it’s in ANet’s interest to make them feel really 2nd rate by making it harder for them to even get drops. After all, they don’t have as much advantage from the drops anyway, since they can’t trade it, and by the time they upgrade they’re as much a paying customer as you and me and entitled to all their riches.
Yes exactly, but why put these restrictions on the veterans after these 3 years? Your example with some veterans doing alot of keyruns and getting gold out if it, is that bad? In my opinon keyruns are a fun ‘mindless’ part like silverwaste or like world completion for the 10th time.
Only ANet has the metrics, only they know how many keys were actually farmed by what part of the player base, and how that impacts the economy. Personally, I’m inclined to believe that they want to spread the key aquisition across the playerbase more evenly as suggested by the fact that they’ve upped the drop rate of keys at the same time and only impacted the aquisition rate of a rather small group of players expressly “farming” a bunch of keys by the same method in a short time frame.
You can still farm a key/week by playing the lvl 10 personal story, just not several. I still doubt there’s many people who have regularly farmed keys that way, and if they indeed will drop more often now to people just playing whatever content they enjoy instead of being concentrated on those people who farm personal story, then that’ll be a plus in my book. If it works out in the end we’ll see …
The problem with f2p in general is that there are of course people trying to abuse it or be bad. These kind of f2p could and did farm hundreds of blc keys and yes everything they get is limited at first. But after these ‘bad’ people upgrade their account, they can flood the TP, the market, or the gold exchange, because then there are no limitations left.
All change that happend seems exactly to prevent such f2p issues. Thats again why I would love it if these limitations would only exist for f2p accs and not on all.
Because for veteran accs these restrictions make no sense at all.
If those people intend to upgrade their account to a paid account anyway, what’s to keep them from paying up-front and then go on a farming spree? I really don’t see your argument here, there’s no difference whatsoever between an account going paid now or later, other than that they’ll have a bit of wealth piled-up to put into the economy at one point instead of having that spread out over a few more weeks.
With an economy as large as this game’s, that’s literally a drop in the ocean. Even if they farm hundreds of keys, with an average of maybe 20 keys per ticket, that’s still only a handfull of skins and a one-time occurance. Check one of the trading post history sites around, and you’ll find that the impact on the overall economy of such an event would be minimal in the long run.
Why do you all jump to the conclusion that the goal of this change is to force key sales, when the very same patchnotes that announce the restriction to lvl10 story keys to once a week (which in itself probably only impacts a very low amount of players) also announce an increase of key drops?
I get it, being negative and doubting honest intentions is the in-thing right now, but shouldn’t we at least wait and see if there really is going to be a reduced supply in skins (apparently that’s all the vocal people care about?) or if the change in drop rate actually manages to do what ANet is trying to do in many other parts of the game, too, which is to distribute drops more evenly among the player base rather than concentrate them in the hands of the farmers?
The basic idea is that you don’t (have to) farm at all, which explains the lengths ANet has gone to to prevent classing farming situations known from other games. They are constantly at odds though with some player’s desire to keep to habits grown in other games to farm for whatever they’re looking after at the moment.
Personally, I hate farming but find that pretty much everything I need tends to accumulate by itself in this game anyway (including karka shells if you run around Southsun occasionally and kill the odd Karka Queen). ANet actually did a pretty good job with the loot system in that you do get a variety of items if you just play a variety of content, much more so than in other MMOs I played.
Nevertheless ANet does seem to listen to many people, including those that feel a compulsion to farm for specific materials rather than just let it accumulate by itself. As such they’re introducing the map reward system with HoT which gives you the chance to gain specific materials by playing a certain zone (materials available changing on a weekly basis). I’m really looking forward to see how their inital take on the system has involved in BWE3, it does look promising.
It’s really hard to argument on this forum
That may be because your arguments seem fundamentally flawed.
The scarlett invasion events were not fine. There was a lot of trouble around people actively working against the event goal to increase their loot chance instead of actually finishing the event, which did lead to some nasty situations. By taking the loot drops out of event mobs they’re trying to get people to focus on the actual events rather than individual drops. Whether they’re successful in their goal or not is another question, but at least to me this seems to be primarily aimed at a part of the old player base that’s more interested in “gaming the system” to increase their gold gain rate than at the new people (who, as far as I’ve seen, are mostly interested in just playing the game as a whole and not nearly as focused on their rewards ratio as certain veterans).
Key runners, again in what I see in game, were mostly veterans, too, and not the ones that occasionally buy gems with cash. I know of people that had a habit of doing at least one key run a day, and sometimes as many as thirty in a week or two. They’re the ones that have their banks full of black lion weapon skins and make good gold trading those on the trading post. The new people that I’ve met are again too busy playing the game as a whole to even think about keyfarming.
To me it seems like those limits you are complaining about are aimed at the veteran player base first and most, so making them excempt from the restrictions would kind of defeat the purpose. On the other hand, f2p accounts already are severely restricted, I don’t think it’s in ANet’s interest to make them feel really 2nd rate by making it harder for them to even get drops. After all, they don’t have as much advantage from the drops anyway, since they can’t trade it, and by the time they upgrade they’re as much a paying customer as you and me and entitled to all their riches.
You’ve got a search box as well as several filters to sort through your crafting window. If I am e.g. trying to find the right recipe for my daily bar of deldrimor steel, I just type in the name of the item (or even part of it, depending on what I’m looking for) and the recipe’s right in front of me. If I want to craft equipment for a leveling alt, I’ll uncheck all crafting tiers except the one of the equipment I’m looking for. If I’m on my alt account, leveling crafters, I usually just check “earn experience” to display only those recipes that help me improve my crafting level.
Unlearning already learned recipes could end up being a big mess, since ANet would have to keep track of what you unlearned to make sure you won’t get exploration experience a second time, including all customer support issues from people that forgot they already explored that recipe before and now complain that they didn’t get xp for exploring it again. It would also be difficult to make the system transparent enough for players to distinguish between unknown and unlearned recipes.
A favourites list/custom hide option could be a solution, although I suspect from a technical point of view it’s just too complicated for too little benefit, especially considering that we already have decent search and filter options in the crafting panel.
Low level players can not do fractals, Jormag the new system always ticks me off even though the rewards are ok
Luckily, low level players don’t have to do fractals or Jormag. Dailies on an account with only low-level characters will never ask them to go to maps beyond their level or do fractals. If we’ve got a daily in Orr, then a low-level player might have one in Metrica Province instead. My daughter just got her own account a couple of weeks back, and her dailies (her “oldest” character is level 17 I think) are mostly totally different from the dailies my old account has.
Once you’ve got an 80 on your account you will get high-level dailies, too, but then you’ll always have at least one character of the appropriate level for that content anyway.
How can you compare harvest 5 lumbers to doing a set of fractals, the time gap is huge between them or
Spend 25 honor or capture a keep , Dafaq?
And they all contribute +1 to the set no matter how absurdly different they are -_-.
They not only contribute +1 to the daily completion, but also give rewards by themselves, ranging from a 5%-of-level experience scroll plus some logs of wood to pristine fractal relics plus tomes of experience. Especially with the more involved dailies like fractals or keep capture, the +1 to daily completion is just a small part of the reward you get for doing that daily.
Looking at the other areas of this game, I seriously doubt it’ll be a problem. I’ve been all over the world lately, and there were always people around, even in the most out-of-the-way places. Megaserver does a good job of putting people on maps, and I doubt you’ll ever truly find yourself alone on a map.
Sounds a lot like the champion point system ESO has implemented, and it’s not nearly as nice as it may sound at first. Ultimately, it leads to power creep and people with excessive play/grind time being overpowered vs. “normal” players.
Try playing a non-vet (characters below max-level 50) pvp campaign in ESO on an account without level-capped characters, and you will be pount into the dust by characters below your level that are boosted with extra stats/abilities gained by max-level characters on the same account. Even in PvE you’ll soon find yourself outclassed by characters your level or below that just plow through the content thanks to all the cp gathered on their account.
Actually GW2 is doing something very similar with masteries in HoT, allowing for character and account progression after characters reach max level. The main difference to your proposed system is that they don’t give you excessive base stats/combat power but give you access to totally new abilities instead. Personally, I’m in favour of the approach they are taking, and opposed to obvious power grind the way you’ve suggested it.
there should be a title for completing all the jump puzzles
I strongly suspect that the main problem is that there is no such thing as “all the jumping puzzles”. We’ve had many puzzles added and even removed over the course of three years. Like many things in this game, jps are subject to the ever changing game world.
That said, you do get an achievement (including 10 ap) for each jp you do for the first time, and a daily chest reward at the end of most puzzles, plus map rewards once HoT goes live. Personally, I think that’s decent reward for doing them, even if some are easier or harder than others.
Putting anything more substantial at the end of finishing all puzzles would mostly lead to a bunch of people feeling the need to do them even if they don’t enjoy that kind of content, and a serious increase in “mesmer selling portal to xxx”. Do we really need that?
The question that comes to mind is: Why would you want to do that in the first place? If it really is character experience you are after, my honest advice would be: don’t.
Creatures that have been in the world for a long time without getting killed to give bonus experience, but the amount doesn’t matter on whether it’s a yellow (non-aggressive) or red (aggressive) monster. In well-populated areas, reds often are killed more regularly than yellows (since they aren’t as easy to avoid), making the chance of them having aquired bonus experience higher, but in out-of-the-way places it often doesn’t make a difference.
To “farm” experience, simply get your hands on some cheap food and utility consumables (for the +10% bonus experience from kills, a few even come with +15%) and go explore the world, killing everything in your path. If you walk around the lesser-visited parts of the world, any creature (red as well as yellow) can easily give you 3x their base experience and more.
The downside is that once you’ve been through a place, killing everything living in the area, none of the respawned mobs will give bonus experience for a while, since they haven’t been in the world for long. Thus “farming” a single area with yellow creatures isn’t really profitable either.
On the other hand unfogging the map, discovering waypoints, vistas, and points of interest, harvesting crafting nodes, and participating in the occasional event you stumble upon gives a good batch of experience, too, often times more than you get from farming creatures alone, so if leveling is what you’re after, you should make sure not to stay in the same place but to go out and explore the world.
Now if this isn’t about farming experience but rather farming weapon achievements, then don’t go looking for yellow creatures, but take whites instead. They don’t give experience and die from one hit, but their deaths still count towards your weapon kill achievements.
if player A (let’s make it general) is only interested in a good story, he/she might not want to go a very long path to see it, heck, there are more than enough RPGs out there. It is very different when you level + see story bits in turns.
Who says there’s only one story in this game? There actually is a multitude, in each and every area. Hearts tell stories, events tell stories, npcs tell stories, it’s all there for those who care to look. It’s not a book though that gives you page after page, chapter after chapter, but instead a huge world that lets you set the pace, pursue the stories you are interested in, decide which direction to go next.
The personal story to me actually is more of a nuisance in a way, since it does urge me strongly to go someplace specific rather than explore whatever story bits and pieces have caught my attention just now. For example, my recently-turned-lvl-30 guardian was just in the middle of exploring the different Hylek tribes of central Metrica Province and I do find it intrusive that he’s suddenly called to icy Snowden Drifts on an outing with Rytlock (yes, he’s a Charr).
People who claim they’re playing this game for the story, then go on to say it forces them to mindlessly grind levels should try to open their eyes and ears, since they’re missing out on 98% of the story in this game.
regardless, its a really bad design to make people do something without giving them a compelling reason. Like i said, it might be different if the starter zone didnt come off as mostly random event filler.
There are reasons to everything and anything you can do in this game, be it events, hearts, or just picking a direction to see what’s behind the next hill. What the game does not do though is thrust each reason into your face in a way you can’t ignore it (e.g. giving you a questgiver you have to interact with before you can even start doing an activity and/or hoping for a reward).
Personally, this is what I love about this game: It has a wealth of stories small and large, but I can explore or ignore each of them at my leisure. I’ve found many an interesting stories in other MMOs, e.g. LotRO or ESO, but those games always force me to pursue a quest line to get the whole story, and often rip it apart by spreading it across different quest hubs, where other quests of those hubs interrupt and muddle the flow of the story. In this game, I can choose myself which story to pursue at what time, without disrupting the flow of leveling or slowing me down significantly.
As such, I really enjoy the bundeling of the personal story, too, since it allows me to go through each story-arch pretty much on-level without disrupting the flow of the story by the need to do other stuff inbetween to stay in a relevant level range. Before, I could only do that by waiting out to close to max-level of each arch, often making the early stories quite boring (and their rewards useless) in return. Since those arcs are closed stories in themselves and leave me time inbetween to pursue other storylines and explore other areas I appreciate the rework very much.
It’s very frustrating for me and my group having to wait 30 minutes and constantly keep kicking and re posting our LFG. And it was around 11am server time.
Excuse the question, but wouldn’t it have been quicker if you had just 4-manned the dungeon?
The problem is I don’t have 9 friends…
I can always bring along 8 of mine …
- quickly goes into hiding *
Now you’re just showing off.
You wouldn’t be saying that if you knew my friends … they put the most stereotypical special-snowflake phiws to shame .
The problem is I don’t have 9 friends…
I can always bring along 8 of mine …
- quickly goes into hiding *
Has anyone else noticed this before? I tried it one day for a laugh just running though the maps on a low new char and I can tell you, the further in you get the mobs TRULY do chase you from half a map away. It’s like they can smell weakness :P
Lol. Yep. I was running my lower level warrior through mid level maps to grab waypoints. Not only do things hate you, they really really hate you. After I was chased down and oneshot by an elemental, I decided to leave that map for later.
We once took a trio of lvl 20 Asura from Hoelbrack all the way south through Dredgehaunt, Timberline and Mt. Maelstrom to Fort Trinity. Granted, we had a favourable party composition (guard, thief, ele) and all of us knew all three classes well, but it still was pretty challenging getting down there in one piece.
We had originally intended to try and go on to Cursed Shore, but after several tries we just couldn’t make it from Fort Trinity to the Rally point. Maybe it’s time to dust of that idea, create a bunch of new twinks and try again?
I’d rather she wouldn’t, since it would make it a lot more difficult to save that last stack of ore you might need for crafting.
Have you tried just playing the game for fun? Just find the content that is fun for you (I know, novel concept for a game, right? ) and play that as long as you enjoy it, then find something else you enjoy.
Funnily, I’ve played this game that way for close to three years, and whenever I check my account bank and wallet, I find stuff keeps piling up without me noticing. In fact I do have several stacks of ectos and t6 materials in my material bank that came exclusively from playing for fun. So in addition to having fun in my play-time, I can go and craft/buy/trade for something nice every now and then, too.
and now you got a completely useless birthday gift.
Do you honestly call something you can sell on the TP for 30 gold useless???
#firstworldproblems
I do. Granted, Anet has pulled off the same stunt several times before, but if they hand out dye kits, why not just give 30g to everyone?
Because to the majority of players, a shiny new dye does in fact feel much nicer than some generic gold coins. The 30g is just the “consolation” price for the unfortunate few who have so many riches (either in gold or in unlocked dyes) that they don’t care for a new exclusive dye any more.
Karma exchange system use demand and supply
in Guild Wars 2: Heart of Thorns
Posted by: Rasimir.6239
One of the ideas of map-specific currency is to get people to play that specific part of content, e.g. play the Silverwastes to gather bandid crests. Making those exchangeable for karma would just lead to the same problem we already have with gold: instead of playing different content for different currencies, a sizeable number of people would end up grinding karma in whatever content is presumed to give the best karma:time ratio at that time, leading to all of the secondary effects we already see with gold farming these days. Somehow I don’t think that’s ANet’s vision of this game .
A guy is arguing with me that people in full exotics should be able to beat “challenging group content.” I argue that what kind of challenge could it be if people can beat it with a 15% stat handicap.
The challenges in this game have never really been stat-dependant, and I’d be very surprised if they suddenly went back on that.
Imo one of the strongest points of this game is that I can beat all challenges in a variety of setups, with my dungeon running friends using (near-)meta compositions as well as with my casual guildies in a variety of special-snowflake builds, as long as we adjust our strategies accordingly..
I’d be very disappointed if challenging content meant content you really only could beat with a very reduced number of builds/setups/strategies.
BUT if they answer a new player in chat when he’s asking advice, and they are feeding him metabuilds, they better be prepared to help this player if he would end up in their party.
But that’s a people problem. Those that just feed metabuilds to others often don’t know how to play them well enough themselves, and don’t care to (or simply can’t) learn everything needed to make a metabuild really work.
A lot of people share the mentality “if the best use this, it has to be the best equipment”, and don’t understand that there’s a lot more to being good (and much more to being “the best”) than just equipment, especially in this game.
The problem is not the existance of berserker/assassin/sinister/insert-full-damage-stat-set-of-your-choice equipment, nor the fact that in a game designed around reducing the life of whatever’s in your way, full damage is the ultimate tool to do so. The problem is people that don’t understand what parts full damage as well as supportive stats actually play in fights, and excluding others solely on the concept “if they don’t play like the best, they must be doing it wrong”.
It’s not a berserker problem, it’s a “wannabe pro” problem, and people trying to show off and feel better by finding a scapegoat when things go wrong. Fortunately, there are many more people around who really know what they’re doing and take the time to explain things and/or adjust their playstyle when grouped up with less experienced players. Posting about all the nice groups and nice people around just doesn’t make as good a headline as being confronted with some rotten egg or other.
Its a valid complaint, even looking beyond the “But its not FAIR, I want to play my spec NOW!” stuff.
Being available in less BWEs means less time to test and give feedback, which means less polish and improvement.
It’s not a valid complaint, because this is a beta, not a preview event. As such, ANet gives access to all the things they feel they want/need feedback on for their current work, no more, no less.
Since they have developers/teams working on several classes, getting focus feedback on all of them at once wouldn’t be nearly as helpful (and possibly even disrupt the development process) as getting feedback on whichever part/class/mechanic they feel feedback would be beneficial on right now.
Whether or not the revenant beta events gathered feedback on one or two trait lines at a time (including how they meshed with previously released trait and/or reworked trait lines), thus offering access to a class in different states of (in-)completion, has no bearing on whether the ranger or engi elite specs are in a place right now where player feedback would be useful to the development process.
While user input is important in any development process, there’s a place for it, and there’s a place for when the developer should work on their software without being “distracted” by user input. If ANet feels that engi and ranger elite specs are in a place right now where they don’t want to disrupt the development process by beta input, if the specs are being worked on and not in a state that’s decently “playable”, or even if they just prefer to go through more focused feedback on the three newly revealed elite specs (warrior, thief, revenant) as well as the rework on the formerly available elite specs, there’s nothing “fair” or “unfair” about it, it simply is a regular development/testing cycle.
ANet knows the state of their projects, who is working on what, and who benefits from what kind/volume of input. They’re the only ones who know all the variables, and know (or at least try to) how to space and focus beta input to be most valuable to the development process. Depending on their team stucture and project schedule, getting all elite specs in one by making them all beta-available at the same time(s) could well mean a lot less helpful feelback in return, since it would hit different professions at different places during the development cycle. Not to mention testers would be spread a lot thinner if everything was available at the same time.
and now you got a completely useless birthday gift.
Do you honestly call something you can sell on the TP for 30 gold useless???
#firstworldproblems
Depends entirely on the group you’re with
I’ve been thinking about notification when receiving a ‘bonus Map Reward’, and I thought maybe an audio clue would suffice. A pleasant ‘ding’ or something.
I’m not sure if an audio clue alone would be enough, since there are people playing with low or no sound due to outside circumstances (e.g. keeping an ear open for kids playing in the house, or just wanting to listen to your own music for a while). I’ve been thinking about giving a visual clue similar to the ones you get for completing an achievement or unlocking a new skin, something that flashes on the side of your screen for a few seconds but that you don’t have to click to make it disappear. And while we’re at it, a text line for those no-confirm pop-ups in the game messages channel would be a great addition, too, because I sometimes miss those announcements and wonder if I’ve now unlocked/achieved/whatever something.
Thematically players tend to stick to certain armor sets and styles for their professions but I feel like there’s no defined armor pieces that really stand out for what your profession is. My revenant and guardian can look exactly the same, as can my necromancer and my ele. This is just a little off-putting to me as I think classes should have some uniqueness to their styles beyond just choosing to look differently.
They do, only it’s not in what they wear but rather the style and color of their animations. Personally, I really like it this way, since it gives me a lot of freedom in designing my character’s looks while still making it easy to see what the people fighting around (or against) me can do.
I did my first 100% completion back in 2013, and I don’t remember getting anything other than the two gifts of exploration back then either. Maybe you’ve mistakenly mixed it with the map rewards you got for your last completed map? Map rewards can hold some nice surprises, especially with the high-level map that give two exotic equipment pieces and some t6 base materials.
These days, I have about a dozend gifts of exploration scattered across two accounts, and most likely won’t use them anytime soon, since I can’t be bothered to farm the gold and materials needed for a legendary. I tend to spend my gold on gems to get more outfits and minis from the store instead .
On the other hand, some of my friends do enjoy making legendary weapons, and have several each. They spend a considerable amount of their gametime doing map-completion not because they enjoy it (like I do), but to get more gifts of exploration. They do have all the gold and other materials already since their prefered game types give more of them than exploration does.
Personally, I think map exploration is in a good place reward-wise. It does give a good many rewards if you look at all the map-completion rewards you gather on the way, and the final reward is special enough to be of use to people looking for some “work-intensive” rewards, but not general enough to make many people feel like they’re forced to 100% explore on several characters.
Btw, you do get a chance at semi-special skins through map-exploration, since there’s a good chance of getting the region specific weapon skins from the higher level maps that give rare or even exotic equipment for full exploration. I know I was thrilled when my 2nd mesmer to fully explore got two etched exotics from the Frostgorge Sound completion chest, since both of those skins hadn’t found their way into my wardrobe at that point .
Its pretty simple. You dont need to be told how to play suboptimally and safe. Thats easy. However people misinterpret the advice given on optimal play as the only method. Then again if people are stupid enough to misinterpret it like that then they deserve to stew in their own ignorance.
And the content is so easy right now there really is no point on wasting effort encouraging safety.
Actually quite a few people do need some hints to find the kind of set-up (both equipment and party wise) that’s most comfortable to them. Many players these days, especially those new or not very experienced in dungeons, are simply told “berserker or gtfo”. You pretty much have to re-invent the wheel yourself to figure out what works with what dungeon and what group if you want to go “against” the meta.
It’s easy enough to see once you’ve moderately mastered the “berserker way”, understand the class and encounter mechanics and such, but without that knowledge, it’s actually fairly difficult to figure out class and equipment compositions and how to deal with many bosses when “icebow 5 and burn” isn’t an option.
I was dungeoning with my guildies the other day. All but one party member beyond the age of 40, all of them with more achievement points than I have (and I had just passed 17k on my main account), none but me in full zerker/assassin (actually even I played part of it in my wvw rabid gear … because they’d been making fun of my mesmer tripping over the long skirt of her zerker armor ).
We went into CM at a relaxed pace, “skipping” most of the skips in favor of full-clearing (except for the large center room) both p3 and p1 because some of our party members weren’t comfortable with skipping (especially since we only had mesmer stealth) but going ahead at a steady pace, without danger of wiping anywhere. It was a relaxed evening, we had fun on TS, and I only realized how long we’d been in there when Gab asked “you’ve been in there all that time with a full group for two paths???” .
Yet there’s still days when some of those guildies, with other group compositions, wipe continuously on some of the current GW2 dungeons they’ve been running for almost three years. Not because they’re bad, but simply because they’re “different”. Many of them are at an age where reflexes slow down and praticing seemingly simple things like dodging certain telegraphed attacks is a lot harder. Couple that with the fact that none of them run dungeons daily, most only run a few paths a week if any, and you get people who are just not cut out for meta dungeoning, but they’re pretty much on their own trying to figure out how to deal with the dungeons since they lack the knowledge most of you dungeon experts have, and it’s hard often hard to find fight explanations beyond “icebow 5 -> burn”.
I’m pretty confident in my own dungeon abilities and knowledge by now, mostly thanks to all the people on this forum who have given advice and shared experiences in here as well as taken me along to let me learn and practice in game, and I’ve been able to share quite a few bits with my guildies, too, but “meta experts” and “non-meta casuals” don’t always mix, and often it really does come down to re-inventing the wheel themselves if they want to dungeon in non-meta ways.
Maybe people really don’t “need to be told”, but a bit of advice on how to tackle content differently sure wouldn’t hurt. Plus maybe, just maybe, it would shut up idiots that come into groups starting off not with “hello” but with “why’s there a mesmer here? we don’t need a mesmer” in a simple, casual SE p1 … (yes, I’m still sore about that idiot ).
What happens to map exploration if a character buys the hero points? Do they count towards map exploration? Do they get a different icon to show the points are bought but not unlocked, and you have to redo them for full exploration?
And if you get to unlock the use of hero points through whatever currency, why can’t I buy an unlock to use a waypoint I haven’t been to yet? e.g. to get someplace for guild missions?
How about the upcoming masteries? If I can pay for character progression (in the shape of hero points for elite specialisations), can I also pay for account progression (in the shape of automatic mastery points/mastery bars)?
If not, why is that pve player over there allowed to progress their mastery bar to gain access to new legendary precursors (and ultimately weapons) by playing their prefered content (pve), and this wvw player isn’t (since they can’t progress the legendary mastery in wvw)?
Top end teams in my old games didn’t do that though. Your Healers DPS, your tanks DPS and they even make sacrifices to their role to do more damage. Not only is it more effective, but it’s also more fun and breaks up the monotony of the tank n spank system. We used to have tanks and healers wearing DPS gear because we knew we could cover the base requirements and it made it more fun.
I still remember the fun I had on my LotRO warden. As a medium armor tank, she had a good variety of active protection and (self and party) healing abilities available through skill combinations. I’d take her into max-level dungeons with dps equipment and a full party of melee dps players (champions) and just tank+heal the whole thing myself.
It was one of those classes that not many people grasped all the intricacies and utilized to the max, but if you did, you could do pretty much anything with it. It was probably the most fun I’ve ever had with an mmo character. Unfortunately, they eventually went and butchered the class by changing the skill/trait system so you could no longer combine tanking, healing and damage dealing but had to trait for one or the other exclusively .
If that’s what the new gw2 dungeons would’ve looked like, I’m almost (almost!) glad they stopped. I want to FIGHT stuff, not jump over platforms and lure mobs to pressure plates and all that bullkitten.
There was a raid boss in LotRO that would periodically flood the whole boss room with acid that did massive damage to everyone not moving and jumping around at the same time, so the whole raid (12 players) would jump around like a bunch of gummy bears every few minutes. Most new players would die a couple of times in the beginning just from laughing so hard that they were unable to coordinate the jump+move thingy correctly . That encounter was utterly ridiculous.
Of course, beating the boss eventually came down to being able to burn it before it spawned the first acid wave … so much for “trinity games require so much more than just damage” …